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Comparing deliantra/server/common/object.C (file contents):
Revision 1.59 by root, Wed Dec 6 13:59:00 2006 UTC vs.
Revision 1.172 by root, Wed Aug 1 20:44:11 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
34 37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
300 return 0; 299 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 301 return 0;
303 } 302 }
304 303
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
307 { 305 {
308 ob1->optimise (); 306 ob1->optimise ();
309 ob2->optimise (); 307 ob2->optimise ();
310 308
311 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
312 return 0; 311 return 0;
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
325sum_weight (object *op) 324sum_weight (object *op)
326{ 325{
327 long sum; 326 long sum;
328 object *inv; 327 object *inv;
329 328
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 330 {
332 if (inv->inv) 331 if (inv->inv)
333 sum_weight (inv); 332 sum_weight (inv);
333
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 335 }
336 336
337 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 354 op = op->env;
355 return op; 355 return op;
356} 356}
357 357
358/* 358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 360 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
377 */ 362 */
378
379char * 363char *
380dump_object (object *op) 364dump_object (object *op)
381{ 365{
382 if (!op) 366 if (!op)
383 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
384 368
385 object_freezer freezer; 369 object_freezer freezer;
386 save_object (freezer, op, 3); 370 op->write (freezer);
387 return freezer.as_string (); 371 return freezer.as_string ();
388} 372}
389 373
390/* 374/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
408} 392}
409 393
410/* 394/*
411 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
412 */ 396 */
413
414object * 397object *
415find_object (tag_t i) 398find_object (tag_t i)
416{ 399{
417 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
418 if (op->count == i) 401 if (op->count == i)
419 return op; 402 return op;
420 403
421 return 0; 404 return 0;
422} 405}
423 406
424/* 407/*
425 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
428 */ 411 */
429
430object * 412object *
431find_object_name (const char *str) 413find_object_name (const char *str)
432{ 414{
433 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
434 object *op; 416 object *op;
435 417
436 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
437 if (op->name == str_) 419 if (op->name == str_)
438 break; 420 break;
439 421
440 return op; 422 return op;
441} 423}
467 owner = owner->owner; 449 owner = owner->owner;
468 450
469 this->owner = owner; 451 this->owner = owner;
470} 452}
471 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
472/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 521 * refcounts and freeing the links.
474 */ 522 */
475static void 523static void
476free_key_values (object *op) 524free_key_values (object *op)
477{ 525{
478 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
479 { 527 {
480 key_value *next = i->next; 528 key_value *next = i->next;
481 delete i; 529 delete i;
482 530
483 i = next; 531 i = next;
484 } 532 }
485 533
486 op->key_values = 0; 534 op->key_values = 0;
487} 535}
488 536
489void object::clear () 537object &
538object::operator =(const object &src)
490{ 539{
491 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
492 542
493 free_key_values (this); 543 *(object_copy *)this = src;
494 544
495 owner = 0; 545 flag [FLAG_FREED] = is_freed;
496 name = 0; 546 flag [FLAG_REMOVED] = is_removed;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548void
549copy_object (object *op2, object *op)
550{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558
559 if (is_removed)
560 SET_FLAG (op, FLAG_REMOVED);
561
562 if (op2->speed < 0)
563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
564 547
565 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
566 if (op2->key_values) 549 if (src.key_values)
567 { 550 {
568 key_value *tail = 0; 551 key_value *tail = 0;
569 key_value *i;
570
571 op->key_values = 0; 552 key_values = 0;
572 553
573 for (i = op2->key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
574 { 555 {
575 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
576 557
577 new_link->next = 0; 558 new_link->next = 0;
578 new_link->key = i->key; 559 new_link->key = i->key;
579 new_link->value = i->value; 560 new_link->value = i->value;
580 561
581 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
582 if (!op->key_values) 563 if (!key_values)
583 { 564 {
584 op->key_values = new_link; 565 key_values = new_link;
585 tail = new_link; 566 tail = new_link;
586 } 567 }
587 else 568 else
588 { 569 {
589 tail->next = new_link; 570 tail->next = new_link;
590 tail = new_link; 571 tail = new_link;
591 } 572 }
592 } 573 }
593 } 574 }
575}
594 576
595 update_ob_speed (op); 577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
613}
614
615object *
616object::clone ()
617{
618 object *neu = create ();
619 copy_to (neu);
620 return neu;
596} 621}
597 622
598/* 623/*
599 * If an object with the IS_TURNABLE() flag needs to be turned due 624 * If an object with the IS_TURNABLE() flag needs to be turned due
600 * to the closest player being on the other side, this function can 625 * to the closest player being on the other side, this function can
601 * be called to update the face variable, _and_ how it looks on the map. 626 * be called to update the face variable, _and_ how it looks on the map.
602 */ 627 */
603
604void 628void
605update_turn_face (object *op) 629update_turn_face (object *op)
606{ 630{
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
608 return; 632 return;
633
609 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
610 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
611} 636}
612 637
613/* 638/*
614 * Updates the speed of an object. If the speed changes from 0 to another 639 * Updates the speed of an object. If the speed changes from 0 to another
615 * value, or vice versa, then add/remove the object from the active list. 640 * value, or vice versa, then add/remove the object from the active list.
616 * This function needs to be called whenever the speed of an object changes. 641 * This function needs to be called whenever the speed of an object changes.
617 */ 642 */
618void 643void
619update_ob_speed (object *op) 644object::set_speed (float speed)
620{ 645{
621 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
622
623 /* No reason putting the archetypes objects on the speed list,
624 * since they never really need to be updated.
625 */
626
627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 { 647 {
629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
630#ifdef MANY_CORES
631 abort ();
632#else
633 op->speed = 0; 649 speed = 0;
634#endif
635 }
636
637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 { 650 }
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
644 return;
645 651
646 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
647 * of the list. */
648 op->active_next = active_objects;
649 653
650 if (op->active_next != NULL) 654 if (has_active_speed ())
651 op->active_next->active_prev = op; 655 activate ();
652
653 active_objects = op;
654 }
655 else 656 else
656 { 657 deactivate ();
657 /* If not on the active list, nothing needs to be done */
658 if (!op->active_next && !op->active_prev && op != active_objects)
659 return;
660
661 if (op->active_prev == NULL)
662 {
663 active_objects = op->active_next;
664
665 if (op->active_next != NULL)
666 op->active_next->active_prev = NULL;
667 }
668 else
669 {
670 op->active_prev->active_next = op->active_next;
671
672 if (op->active_next)
673 op->active_next->active_prev = op->active_prev;
674 }
675
676 op->active_next = NULL;
677 op->active_prev = NULL;
678 }
679} 658}
680 659
681/* This function removes object 'op' from the list of active
682 * objects.
683 * This should only be used for style maps or other such
684 * reference maps where you don't want an object that isn't
685 * in play chewing up cpu time getting processed.
686 * The reverse of this is to call update_ob_speed, which
687 * will do the right thing based on the speed of the object.
688 */
689void
690remove_from_active_list (object *op)
691{
692 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op != active_objects)
694 return;
695
696 if (op->active_prev == NULL)
697 {
698 active_objects = op->active_next;
699 if (op->active_next != NULL)
700 op->active_next->active_prev = NULL;
701 }
702 else
703 {
704 op->active_prev->active_next = op->active_next;
705 if (op->active_next)
706 op->active_next->active_prev = op->active_prev;
707 }
708 op->active_next = NULL;
709 op->active_prev = NULL;
710}
711
712/* 660/*
713 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
715 * by invisible objects by whatever is below them (unless it's another 663 * by invisible objects by whatever is below them (unless it's another
716 * invisible object, etc...) 664 * invisible object, etc...)
717 * If the object being updated is beneath a player, the look-window 665 * If the object being updated is beneath a player, the look-window
718 * of that player is updated (this might be a suboptimal way of 666 * of that player is updated (this might be a suboptimal way of
719 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
720 * 668 *
721 * action is a hint of what the caller believes need to be done. 669 * action is a hint of what the caller believes need to be done.
722 * For example, if the only thing that has changed is the face (due to
723 * an animation), we don't need to call update_position until that actually
724 * comes into view of a player. OTOH, many other things, like addition/removal
725 * of walls or living creatures may need us to update the flags now.
726 * current action are: 670 * current action are:
727 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 673 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
730 * as that is easier than trying to look at what may have changed. 674 * as that is easier than trying to look at what may have changed.
731 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
732 */ 676 */
733
734void 677void
735update_object (object *op, int action) 678update_object (object *op, int action)
736{ 679{
737 int update_now = 0, flags;
738 MoveType move_on, move_off, move_block, move_slow;
739
740 if (op == NULL) 680 if (op == NULL)
741 { 681 {
742 /* this should never happen */ 682 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
744 return; 684 return;
745 } 685 }
746 686
747 if (op->env != NULL) 687 if (op->env)
748 { 688 {
749 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
750 * to do in this case. 690 * to do in this case.
751 */ 691 */
752 return; 692 return;
757 */ 697 */
758 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
759 return; 699 return;
760 700
761 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
762 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
763 { 703 {
764 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
765#ifdef MANY_CORES 705#ifdef MANY_CORES
766 abort (); 706 abort ();
767#endif 707#endif
768 return; 708 return;
769 } 709 }
770 710
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 711 mapspace &m = op->ms ();
772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
777 712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
778 if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
779 { 716 {
717 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
781 update_now = 1;
782
783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 update_now = 1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
785 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
790 update_now = 1;
791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
793 update_now = 1;
794
795 if ((move_on | op->move_on) != move_on) 724 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 725 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 726 || (m.move_slow | op->move_slow) != m.move_slow
800
801 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
802 * to have move_allow right now. 728 * to have move_allow right now.
803 */ 729 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
806 732 m.flags_ = 0;
807 if ((move_slow | op->move_slow) != move_slow)
808 update_now = 1;
809 } 733 }
810
811 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 736 * that is being removed.
814 */ 737 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 739 m.flags_ = 0;
817 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
819 else 742 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 744
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 745 if (op->more)
829 update_object (op->more, action); 746 update_object (op->more, action);
830}
831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846} 747}
847 748
848object::object () 749object::object ()
849{ 750{
850 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
853 face = blank_face; 754 face = blank_face;
854} 755}
855 756
856object::~object () 757object::~object ()
857{ 758{
759 unlink ();
760
858 free_key_values (this); 761 free_key_values (this);
859} 762}
860 763
764static int object_count;
765
861void object::link () 766void object::link ()
862{ 767{
863 count = ++ob_count; 768 assert (!index);//D
864 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
865 771
866 prev = 0; 772 refcnt_inc ();
867 next = object::first; 773 objects.insert (this);
868
869 if (object::first)
870 object::first->prev = this;
871
872 object::first = this;
873} 774}
874 775
875void object::unlink () 776void object::unlink ()
876{ 777{
877 if (this == object::first) 778 if (!index)
878 object::first = next; 779 return;
879 780
880 /* Remove this object from the list of used objects */ 781 objects.erase (this);
881 if (prev) prev->next = next; 782 refcnt_dec ();
882 if (next) next->prev = prev; 783}
883 784
884 prev = 0; 785void
885 next = 0; 786object::activate ()
787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794}
795
796void
797object::activate_recursive ()
798{
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803}
804
805/* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813void
814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840}
841
842/*
843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846void
847object::destroy_inv (bool drop_to_ground)
848{
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
866 {
867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy ();
871 }
872 }
873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
886} 890}
887 891
888object *object::create () 892object *object::create ()
889{ 893{
890 object *op = new object; 894 object *op = new object;
891 op->link (); 895 op->link ();
892 return op; 896 return op;
893} 897}
894 898
895/* 899void
896 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
897 * it from the list of used objects, and puts it on the list of
898 * free objects. The IS_FREED() flag is set in the object.
899 * The object must have been removed by remove_ob() first for
900 * this function to succeed.
901 *
902 * If destroy_inventory is set, free inventory as well. Else drop items in
903 * inventory to the ground.
904 */
905void object::destroy (bool destroy_inventory)
906{ 901{
907 if (QUERY_FLAG (this, FLAG_FREED)) 902 attachable::do_destroy ();
908 return;
909 903
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this); 908 remove_friendly_object (this);
912 909
913 if (!QUERY_FLAG (this, FLAG_REMOVED)) 910 if (!flag [FLAG_REMOVED])
914 remove_ob (this); 911 remove ();
915 912
916 SET_FLAG (this, FLAG_FREED); 913 destroy_inv (true);
917 914
918 if (more) 915 deactivate ();
919 { 916 unlink ();
920 more->destroy (destroy_inventory);
921 more = 0;
922 }
923 917
924 if (inv) 918 flag [FLAG_FREED] = 1;
925 {
926 /* Only if the space blocks everything do we not process -
927 * if some form of movement is allowed, let objects
928 * drop on that space.
929 */
930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
931 {
932 object *op = inv;
933
934 while (op)
935 {
936 object *tmp = op->below;
937 op->destroy (destroy_inventory);
938 op = tmp;
939 }
940 }
941 else
942 { /* Put objects in inventory onto this space */
943 object *op = inv;
944
945 while (op)
946 {
947 object *tmp = op->below;
948
949 remove_ob (op);
950
951 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
952 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
953 free_object (op);
954 else
955 {
956 op->x = x;
957 op->y = y;
958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
959 }
960
961 op = tmp;
962 }
963 }
964 }
965 919
966 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
967 { 921 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
969 923
973 927
974 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
975 freed_map->width = 3; 929 freed_map->width = 3;
976 freed_map->height = 3; 930 freed_map->height = 3;
977 931
978 freed_map->allocate (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
979 } 934 }
980 935
981 map = freed_map; 936 map = freed_map;
982 x = 1; 937 x = 1;
983 y = 1; 938 y = 1;
984 } 939 }
985 940
941 if (more)
942 {
943 more->destroy ();
944 more = 0;
945 }
946
947 head = 0;
948
986 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
987 owner = 0; 950 owner = 0;
988 enemy = 0; 951 enemy = 0;
989 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
954}
990 955
991 // only relevant for players(?), but make sure of it anyways 956void
992 contr = 0; 957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
960 return;
993 961
994 /* Remove object from the active list */ 962 if (destroy_inventory)
995 speed = 0; 963 destroy_inv (false);
996 update_ob_speed (this);
997 964
998 unlink (); 965 if (sound_destroy)
966 play_sound (sound_destroy);
967 else if (flag [FLAG_MONSTER])
968 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
999 969
1000 mortals.push_back (this); 970 attachable::destroy ();
1001} 971}
1002 972
1003/* 973/*
1004 * sub_weight() recursively (outwards) subtracts a number from the 974 * sub_weight() recursively (outwards) subtracts a number from the
1005 * weight of an object (and what is carried by it's environment(s)). 975 * weight of an object (and what is carried by it's environment(s)).
1015 op->carrying -= weight; 985 op->carrying -= weight;
1016 op = op->env; 986 op = op->env;
1017 } 987 }
1018} 988}
1019 989
1020/* remove_ob(op): 990/* op->remove ():
1021 * This function removes the object op from the linked list of objects 991 * This function removes the object op from the linked list of objects
1022 * which it is currently tied to. When this function is done, the 992 * which it is currently tied to. When this function is done, the
1023 * object will have no environment. If the object previously had an 993 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 994 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 995 * the previous environment.
1026 * Beware: This function is called from the editor as well!
1027 */ 996 */
1028void 997void
1029object::remove () 998object::do_remove ()
1030{ 999{
1031 object *tmp, *last = 0; 1000 object *tmp, *last = 0;
1032 object *otmp; 1001 object *otmp;
1033 1002
1034 int check_walk_off;
1035
1036 if (QUERY_FLAG (this, FLAG_REMOVED)) 1003 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 return; 1004 return;
1038 1005
1039 SET_FLAG (this, FLAG_REMOVED); 1006 SET_FLAG (this, FLAG_REMOVED);
1007 INVOKE_OBJECT (REMOVE, this);
1040 1008
1041 if (more) 1009 if (more)
1042 more->remove (); 1010 more->remove ();
1043 1011
1044 /* 1012 /*
1054 1022
1055 /* NO_FIX_PLAYER is set when a great many changes are being 1023 /* NO_FIX_PLAYER is set when a great many changes are being
1056 * made to players inventory. If set, avoiding the call 1024 * made to players inventory. If set, avoiding the call
1057 * to save cpu time. 1025 * to save cpu time.
1058 */ 1026 */
1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1027 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1060 fix_player (otmp); 1028 otmp->update_stats ();
1061 1029
1062 if (above != NULL) 1030 if (above)
1063 above->below = below; 1031 above->below = below;
1064 else 1032 else
1065 env->inv = below; 1033 env->inv = below;
1066 1034
1067 if (below != NULL) 1035 if (below)
1068 below->above = above; 1036 below->above = above;
1069 1037
1070 /* we set up values so that it could be inserted into 1038 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1039 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1040 * to the caller to decide what we want to do.
1076 above = 0, below = 0; 1044 above = 0, below = 0;
1077 env = 0; 1045 env = 0;
1078 } 1046 }
1079 else if (map) 1047 else if (map)
1080 { 1048 {
1081 /* Re did the following section of code - it looks like it had 1049 if (type == PLAYER)
1082 * lots of logic for things we no longer care about
1083 */ 1050 {
1051 // leaving a spot always closes any open container on the ground
1052 if (container && !container->env)
1053 // this causes spurious floorbox updates, but it ensures
1054 // that the CLOSE event is being sent.
1055 close_container ();
1056
1057 --map->players;
1058 map->touch ();
1059 }
1060
1061 map->dirty = true;
1062 mapspace &ms = this->ms ();
1084 1063
1085 /* link the object above us */ 1064 /* link the object above us */
1086 if (above) 1065 if (above)
1087 above->below = below; 1066 above->below = below;
1088 else 1067 else
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1068 ms.top = below; /* we were top, set new top */
1090 1069
1091 /* Relink the object below us, if there is one */ 1070 /* Relink the object below us, if there is one */
1092 if (below) 1071 if (below)
1093 below->above = above; 1072 below->above = above;
1094 else 1073 else
1096 /* Nothing below, which means we need to relink map object for this space 1075 /* Nothing below, which means we need to relink map object for this space
1097 * use translated coordinates in case some oddness with map tiling is 1076 * use translated coordinates in case some oddness with map tiling is
1098 * evident 1077 * evident
1099 */ 1078 */
1100 if (GET_MAP_OB (map, x, y) != this) 1079 if (GET_MAP_OB (map, x, y) != this)
1101 {
1102 char *dump = dump_object (this);
1103 LOG (llevError,
1104 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1080 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1105 free (dump);
1106 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump);
1108 free (dump);
1109 }
1110 1081
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1082 ms.bot = above; /* goes on above it. */
1112 } 1083 }
1113 1084
1114 above = 0; 1085 above = 0;
1115 below = 0; 1086 below = 0;
1116 1087
1117 if (map->in_memory == MAP_SAVING) 1088 if (map->in_memory == MAP_SAVING)
1118 return; 1089 return;
1119 1090
1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1091 int check_walk_off = !flag [FLAG_NO_APPLY];
1121 1092
1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1093 for (tmp = ms.bot; tmp; tmp = tmp->above)
1123 { 1094 {
1124 /* No point updating the players look faces if he is the object 1095 /* No point updating the players look faces if he is the object
1125 * being removed. 1096 * being removed.
1126 */ 1097 */
1127 1098
1131 * removed (most likely destroyed), update the player view 1102 * removed (most likely destroyed), update the player view
1132 * appropriately. 1103 * appropriately.
1133 */ 1104 */
1134 if (tmp->container == this) 1105 if (tmp->container == this)
1135 { 1106 {
1136 CLEAR_FLAG (this, FLAG_APPLIED); 1107 flag [FLAG_APPLIED] = 0;
1137 tmp->container = 0; 1108 tmp->container = 0;
1138 } 1109 }
1139 1110
1140 tmp->contr->socket.update_look = 1; 1111 if (tmp->contr->ns)
1112 tmp->contr->ns->floorbox_update ();
1141 } 1113 }
1142 1114
1143 /* See if player moving off should effect something */ 1115 /* See if object moving off should effect something */
1144 if (check_walk_off 1116 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1147 { 1119 {
1148 move_apply (tmp, this, 0); 1120 move_apply (tmp, this, 0);
1149 1121
1150 if (destroyed ()) 1122 if (destroyed ())
1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1152 } 1124 }
1153 1125
1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1155
1156 if (tmp->above == tmp)
1157 tmp->above = 0;
1158
1159 last = tmp; 1126 last = tmp;
1160 } 1127 }
1161 1128
1162 /* last == NULL of there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last) 1131 if (!last)
1164 { 1132 map->at (x, y).flags_ = 0;
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position (map, x, y);
1172 }
1173 else 1133 else
1174 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1175 1135
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los (map, x, y); 1137 update_all_los (map, x, y);
1178 } 1138 }
1179} 1139}
1180 1140
1181/* 1141/*
1190merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1191{ 1151{
1192 if (!op->nrof) 1152 if (!op->nrof)
1193 return 0; 1153 return 0;
1194 1154
1195 if (top == NULL) 1155 if (top)
1196 for (top = op; top != NULL && top->above != NULL; top = top->above); 1156 for (top = op; top && top->above; top = top->above)
1157 ;
1197 1158
1198 for (; top != NULL; top = top->below) 1159 for (; top; top = top->below)
1199 { 1160 {
1200 if (top == op) 1161 if (top == op)
1201 continue; 1162 continue;
1202 if (CAN_MERGE (op, top)) 1163
1164 if (object::can_merge (op, top))
1203 { 1165 {
1204 top->nrof += op->nrof; 1166 top->nrof += op->nrof;
1205 1167
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1168/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1169 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob (op); 1170 op->destroy ();
1209 free_object (op);
1210 return top; 1171 return top;
1211 } 1172 }
1212 } 1173 }
1213 1174
1214 return 0; 1175 return 0;
1215} 1176}
1216 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1217/* 1201/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1219 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1220 */ 1204 */
1221object * 1205object *
1222insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1223{ 1207{
1224 object *tmp;
1225
1226 if (op->head)
1227 op = op->head;
1228
1229 for (tmp = op; tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1230 { 1209 {
1231 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1232 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1233 } 1212 }
1234 1213
1235 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1236} 1215}
1237 1216
1253 * Return value: 1232 * Return value:
1254 * new object if 'op' was merged with other object 1233 * new object if 'op' was merged with other object
1255 * NULL if 'op' was destroyed 1234 * NULL if 'op' was destroyed
1256 * just 'op' otherwise 1235 * just 'op' otherwise
1257 */ 1236 */
1258
1259object * 1237object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1262 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1263 sint16 x, y;
1264 1243
1265 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1266 {
1267 LOG (llevError, "Trying to insert freed object!\n");
1268 return NULL;
1269 }
1270 1245
1271 if (m == NULL) 1246#if 0
1272 { 1247 if (!m->active != !op->active)
1273 char *dump = dump_object (op); 1248 if (m->active)
1274 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1249 op->activate_recursive ();
1275 free (dump); 1250 else
1276 return op; 1251 op->deactivate_recursive ();
1277 } 1252#endif
1278 1253
1279 if (out_of_map (m, op->x, op->y)) 1254 if (out_of_map (m, op->x, op->y))
1280 { 1255 {
1281 char *dump = dump_object (op);
1282 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1283#ifdef MANY_CORES 1257#ifdef MANY_CORES
1284 /* Better to catch this here, as otherwise the next use of this object 1258 /* Better to catch this here, as otherwise the next use of this object
1285 * is likely to cause a crash. Better to find out where it is getting 1259 * is likely to cause a crash. Better to find out where it is getting
1286 * improperly inserted. 1260 * improperly inserted.
1287 */ 1261 */
1288 abort (); 1262 abort ();
1289#endif 1263#endif
1290 free (dump);
1291 return op; 1264 return op;
1292 } 1265 }
1293 1266
1294 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1267 if (object *more = op->more)
1295 { 1268 if (!insert_ob_in_map (more, m, originator, flag))
1296 char *dump = dump_object (op);
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298 free (dump);
1299 return op; 1269 return 0;
1300 }
1301
1302 if (op->more != NULL)
1303 {
1304 /* The part may be on a different map. */
1305
1306 object *more = op->more;
1307
1308 /* We really need the caller to normalize coordinates - if
1309 * we set the map, that doesn't work if the location is within
1310 * a map and this is straddling an edge. So only if coordinate
1311 * is clear wrong do we normalize it.
1312 */
1313 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 else if (!more->map)
1316 {
1317 /* For backwards compatibility - when not dealing with tiled maps,
1318 * more->map should always point to the parent.
1319 */
1320 more->map = m;
1321 }
1322
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1324 {
1325 if (!op->head)
1326 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1327
1328 return NULL;
1329 }
1330 }
1331 1270
1332 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1333 1272
1334 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1335 * of areas of callers (eg, anything that uses find_free_spot would now 1274 * of areas of callers (eg, anything that uses find_free_spot would now
1336 * need extra work 1275 * need extra work
1337 */ 1276 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y); 1277 if (!xy_normalise (m, op->x, op->y))
1339 x = op->x; 1278 return 0;
1340 y = op->y; 1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1341 1282
1342 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1343 */ 1284 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp)) 1287 if (object::can_merge (op, tmp))
1347 { 1288 {
1348 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1349 remove_ob (tmp); 1290 tmp->destroy ();
1350 free_object (tmp);
1351 } 1291 }
1352 1292
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1293 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1294 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1295
1368 op->below = originator->below; 1308 op->below = originator->below;
1369 1309
1370 if (op->below) 1310 if (op->below)
1371 op->below->above = op; 1311 op->below->above = op;
1372 else 1312 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1313 ms.bot = op;
1374 1314
1375 /* since *below* originator, no need to update top */ 1315 /* since *below* originator, no need to update top */
1376 originator->below = op; 1316 originator->below = op;
1377 } 1317 }
1378 else 1318 else
1379 { 1319 {
1320 top = ms.bot;
1321
1380 /* If there are other objects, then */ 1322 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1323 if ((!(flag & INS_MAP_LOAD)) && top)
1382 { 1324 {
1383 object *last = NULL; 1325 object *last = 0;
1384 1326
1385 /* 1327 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1328 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1329 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1330 * Generally, we want to put the new object on top. But if
1392 * once we get to them. This reduces the need to traverse over all of 1334 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1335 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1336 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1337 * that flying non pickable objects are spell objects.
1396 */ 1338 */
1397 1339 for (top = ms.bot; top; top = top->above)
1398 while (top != NULL)
1399 { 1340 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1342 floor = top;
1402 1343
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1406 top = top->below; 1347 top = top->below;
1407 break; 1348 break;
1408 } 1349 }
1409 1350
1410 last = top; 1351 last = top;
1411 top = top->above;
1412 } 1352 }
1413 1353
1414 /* Don't want top to be NULL, so set it to the last valid object */ 1354 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last; 1355 top = last;
1416 1356
1418 * looks like instead of lots of conditions here. 1358 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1359 * makes things faster, and effectively the same result.
1420 */ 1360 */
1421 1361
1422 /* Have object 'fall below' other objects that block view. 1362 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1363 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1364 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1365 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1366 * stacking is a bit odd.
1427 */ 1367 */
1428 if (!(flag & INS_ON_TOP) && 1368 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1369 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility))
1430 { 1371 {
1431 for (last = top; last != floor; last = last->below) 1372 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1374 break;
1375
1434 /* Check to see if we found the object that blocks view, 1376 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1377 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1378 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1379 * set top to the object below us.
1438 */ 1380 */
1439 if (last && last->below && last != floor) 1381 if (last && last->below && last != floor)
1440 top = last->below; 1382 top = last->below;
1441 } 1383 }
1442 } /* If objects on this space */ 1384 } /* If objects on this space */
1443
1444 if (flag & INS_MAP_LOAD) 1385 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y); 1386 top = ms.top;
1446 1387
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1388 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1389 top = floor;
1449 1390
1450 /* Top is the object that our object (op) is going to get inserted above. 1391 /* Top is the object that our object (op) is going to get inserted above.
1451 */ 1392 */
1452 1393
1453 /* First object on this space */ 1394 /* First object on this space */
1454 if (!top) 1395 if (!top)
1455 { 1396 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1397 op->above = ms.bot;
1457 1398
1458 if (op->above) 1399 if (op->above)
1459 op->above->below = op; 1400 op->above->below = op;
1460 1401
1461 op->below = NULL; 1402 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1403 ms.bot = op;
1463 } 1404 }
1464 else 1405 else
1465 { /* get inserted into the stack above top */ 1406 { /* get inserted into the stack above top */
1466 op->above = top->above; 1407 op->above = top->above;
1467 1408
1470 1411
1471 op->below = top; 1412 op->below = top;
1472 top->above = op; 1413 top->above = op;
1473 } 1414 }
1474 1415
1475 if (op->above == NULL) 1416 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1417 ms.top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1418 } /* else not INS_BELOW_ORIGINATOR */
1478 1419
1479 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1421 {
1480 op->contr->do_los = 1; 1422 op->contr->do_los = 1;
1423 ++op->map->players;
1424 op->map->touch ();
1425 }
1426
1427 op->map->dirty = true;
1481 1428
1482 /* If we have a floor, we know the player, if any, will be above 1429 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there. 1430 * it, so save a few ticks and start from there.
1484 */ 1431 */
1485 if (!(flag & INS_MAP_LOAD)) 1432 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1433 if (object *pl = ms.player ())
1487 if (tmp->type == PLAYER) 1434 if (pl->contr->ns)
1488 tmp->contr->socket.update_look = 1; 1435 pl->contr->ns->floorbox_update ();
1489 1436
1490 /* If this object glows, it may affect lighting conditions that are 1437 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1438 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1439 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1440 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1441 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1442 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1443 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1444 * of effect may be sufficient.
1498 */ 1445 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1446 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1447 update_all_los (op->map, op->x, op->y);
1501 1448
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1450 update_object (op, UP_OBJ_INSERT);
1504 1451
1452 INVOKE_OBJECT (INSERT, op);
1453
1505 /* Don't know if moving this to the end will break anything. However, 1454 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this. 1455 * we want to have floorbox_update called before calling this.
1507 * 1456 *
1508 * check_move_on() must be after this because code called from 1457 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1458 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1459 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1460 * update_object().
1512 */ 1461 */
1513 1462
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1463 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1464 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1516 { 1465 {
1517 if (check_move_on (op, originator)) 1466 if (check_move_on (op, originator))
1518 return NULL; 1467 return 0;
1519 1468
1520 /* If we are a multi part object, lets work our way through the check 1469 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1470 * walk on's.
1522 */ 1471 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1472 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1473 if (check_move_on (tmp, originator))
1525 return NULL; 1474 return 0;
1526 } 1475 }
1527 1476
1528 return op; 1477 return op;
1529} 1478}
1530 1479
1531/* this function inserts an object in the map, but if it 1480/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1481 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1482 * op is the object to insert it under: supplies x and the map.
1534 */ 1483 */
1535void 1484void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1485replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1486{
1538 object * 1487 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1488
1543 /* first search for itself and remove any old instances */ 1489 /* first search for itself and remove any old instances */
1544 1490
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1492 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 { 1493 tmp->destroy ();
1549 remove_ob (tmp);
1550 free_object (tmp);
1551 }
1552 }
1553 1494
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1495 tmp1 = arch_to_object (archetype::find (arch_string));
1555 1496
1556 tmp1->x = op->x; 1497 tmp1->x = op->x;
1557 tmp1->y = op->y; 1498 tmp1->y = op->y;
1558 insert_ob_in_map (tmp1, op->map, op, 0); 1499 insert_ob_in_map (tmp1, op->map, op, 0);
1500}
1501
1502object *
1503object::insert_at (object *where, object *originator, int flags)
1504{
1505 return where->map->insert (this, where->x, where->y, originator, flags);
1559} 1506}
1560 1507
1561/* 1508/*
1562 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1509 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1563 * is returned contains nr objects, and the remaining parts contains 1510 * is returned contains nr objects, and the remaining parts contains
1564 * the rest (or is removed and freed if that number is 0). 1511 * the rest (or is removed and freed if that number is 0).
1565 * On failure, NULL is returned, and the reason put into the 1512 * On failure, NULL is returned, and the reason put into the
1566 * global static errmsg array. 1513 * global static errmsg array.
1567 */ 1514 */
1568
1569object * 1515object *
1570get_split_ob (object *orig_ob, uint32 nr) 1516get_split_ob (object *orig_ob, uint32 nr)
1571{ 1517{
1572 object * 1518 object *newob;
1573 newob;
1574 int
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1519 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1576 1520
1577 if (orig_ob->nrof < nr) 1521 if (orig_ob->nrof < nr)
1578 { 1522 {
1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1523 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1580 return NULL; 1524 return NULL;
1581 } 1525 }
1582 1526
1583 newob = object_create_clone (orig_ob); 1527 newob = object_create_clone (orig_ob);
1584 1528
1585 if ((orig_ob->nrof -= nr) < 1) 1529 if ((orig_ob->nrof -= nr) < 1)
1586 { 1530 orig_ob->destroy (1);
1587 if (!is_removed)
1588 remove_ob (orig_ob);
1589 free_object2 (orig_ob, 1);
1590 }
1591 else if (!is_removed) 1531 else if (!is_removed)
1592 { 1532 {
1593 if (orig_ob->env != NULL) 1533 if (orig_ob->env != NULL)
1594 sub_weight (orig_ob->env, orig_ob->weight * nr); 1534 sub_weight (orig_ob->env, orig_ob->weight * nr);
1595 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1535 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1610 * the amount of an object. If the amount reaches 0, the object 1550 * the amount of an object. If the amount reaches 0, the object
1611 * is subsequently removed and freed. 1551 * is subsequently removed and freed.
1612 * 1552 *
1613 * Return value: 'op' if something is left, NULL if the amount reached 0 1553 * Return value: 'op' if something is left, NULL if the amount reached 0
1614 */ 1554 */
1615
1616object * 1555object *
1617decrease_ob_nr (object *op, uint32 i) 1556decrease_ob_nr (object *op, uint32 i)
1618{ 1557{
1619 object *tmp; 1558 object *tmp;
1620 player *pl;
1621 1559
1622 if (i == 0) /* objects with op->nrof require this check */ 1560 if (i == 0) /* objects with op->nrof require this check */
1623 return op; 1561 return op;
1624 1562
1625 if (i > op->nrof) 1563 if (i > op->nrof)
1626 i = op->nrof; 1564 i = op->nrof;
1627 1565
1628 if (QUERY_FLAG (op, FLAG_REMOVED)) 1566 if (QUERY_FLAG (op, FLAG_REMOVED))
1629 op->nrof -= i; 1567 op->nrof -= i;
1630 else if (op->env != NULL) 1568 else if (op->env)
1631 { 1569 {
1632 /* is this object in the players inventory, or sub container 1570 /* is this object in the players inventory, or sub container
1633 * therein? 1571 * therein?
1634 */ 1572 */
1635 tmp = is_player_inv (op->env); 1573 tmp = op->in_player ();
1636 /* nope. Is this a container the player has opened? 1574 /* nope. Is this a container the player has opened?
1637 * If so, set tmp to that player. 1575 * If so, set tmp to that player.
1638 * IMO, searching through all the players will mostly 1576 * IMO, searching through all the players will mostly
1639 * likely be quicker than following op->env to the map, 1577 * likely be quicker than following op->env to the map,
1640 * and then searching the map for a player. 1578 * and then searching the map for a player.
1641 */ 1579 */
1642 if (!tmp) 1580 if (!tmp)
1643 { 1581 for_all_players (pl)
1644 for (pl = first_player; pl; pl = pl->next)
1645 if (pl->ob->container == op->env) 1582 if (pl->ob->container == op->env)
1583 {
1584 tmp = pl->ob;
1646 break; 1585 break;
1647 if (pl)
1648 tmp = pl->ob;
1649 else
1650 tmp = NULL;
1651 } 1586 }
1652 1587
1653 if (i < op->nrof) 1588 if (i < op->nrof)
1654 { 1589 {
1655 sub_weight (op->env, op->weight * i); 1590 sub_weight (op->env, op->weight * i);
1656 op->nrof -= i; 1591 op->nrof -= i;
1657 if (tmp) 1592 if (tmp)
1658 {
1659 esrv_send_item (tmp, op); 1593 esrv_send_item (tmp, op);
1660 }
1661 } 1594 }
1662 else 1595 else
1663 { 1596 {
1664 remove_ob (op); 1597 op->remove ();
1665 op->nrof = 0; 1598 op->nrof = 0;
1666 if (tmp) 1599 if (tmp)
1667 {
1668 esrv_del_item (tmp->contr, op->count); 1600 esrv_del_item (tmp->contr, op->count);
1669 }
1670 } 1601 }
1671 } 1602 }
1672 else 1603 else
1673 { 1604 {
1674 object *above = op->above; 1605 object *above = op->above;
1675 1606
1676 if (i < op->nrof) 1607 if (i < op->nrof)
1677 op->nrof -= i; 1608 op->nrof -= i;
1678 else 1609 else
1679 { 1610 {
1680 remove_ob (op); 1611 op->remove ();
1681 op->nrof = 0; 1612 op->nrof = 0;
1682 } 1613 }
1683 1614
1684 /* Since we just removed op, op->above is null */ 1615 /* Since we just removed op, op->above is null */
1685 for (tmp = above; tmp != NULL; tmp = tmp->above) 1616 for (tmp = above; tmp; tmp = tmp->above)
1686 if (tmp->type == PLAYER) 1617 if (tmp->type == PLAYER)
1687 { 1618 {
1688 if (op->nrof) 1619 if (op->nrof)
1689 esrv_send_item (tmp, op); 1620 esrv_send_item (tmp, op);
1690 else 1621 else
1694 1625
1695 if (op->nrof) 1626 if (op->nrof)
1696 return op; 1627 return op;
1697 else 1628 else
1698 { 1629 {
1699 free_object (op); 1630 op->destroy ();
1700 return NULL; 1631 return 0;
1701 } 1632 }
1702} 1633}
1703 1634
1704/* 1635/*
1705 * add_weight(object, weight) adds the specified weight to an object, 1636 * add_weight(object, weight) adds the specified weight to an object,
1706 * and also updates how much the environment(s) is/are carrying. 1637 * and also updates how much the environment(s) is/are carrying.
1707 */ 1638 */
1708
1709void 1639void
1710add_weight (object *op, signed long weight) 1640add_weight (object *op, signed long weight)
1711{ 1641{
1712 while (op != NULL) 1642 while (op != NULL)
1713 { 1643 {
1728 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1658 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1729 free (dump); 1659 free (dump);
1730 return op; 1660 return op;
1731 } 1661 }
1732 1662
1733 if (where->head) 1663 if (where->head_ () != where)
1734 { 1664 {
1735 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1665 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1736 where = where->head; 1666 where = where->head;
1737 } 1667 }
1738 1668
1739 return where->insert (op); 1669 return where->insert (op);
1740} 1670}
1745 * inside the object environment. 1675 * inside the object environment.
1746 * 1676 *
1747 * The function returns now pointer to inserted item, and return value can 1677 * The function returns now pointer to inserted item, and return value can
1748 * be != op, if items are merged. -Tero 1678 * be != op, if items are merged. -Tero
1749 */ 1679 */
1750
1751object * 1680object *
1752object::insert (object *op) 1681object::insert (object *op)
1753{ 1682{
1754 object *tmp, *otmp; 1683 object *tmp, *otmp;
1755 1684
1765 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1694 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1766 CLEAR_FLAG (op, FLAG_REMOVED); 1695 CLEAR_FLAG (op, FLAG_REMOVED);
1767 if (op->nrof) 1696 if (op->nrof)
1768 { 1697 {
1769 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1698 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1770 if (CAN_MERGE (tmp, op)) 1699 if (object::can_merge (tmp, op))
1771 { 1700 {
1772 /* return the original object and remove inserted object 1701 /* return the original object and remove inserted object
1773 (client needs the original object) */ 1702 (client needs the original object) */
1774 tmp->nrof += op->nrof; 1703 tmp->nrof += op->nrof;
1775 /* Weight handling gets pretty funky. Since we are adding to 1704 /* Weight handling gets pretty funky. Since we are adding to
1793 add_weight (this, op->weight * op->nrof); 1722 add_weight (this, op->weight * op->nrof);
1794 } 1723 }
1795 else 1724 else
1796 add_weight (this, (op->weight + op->carrying)); 1725 add_weight (this, (op->weight + op->carrying));
1797 1726
1798 otmp = is_player_inv (this); 1727 otmp = this->in_player ();
1799 if (otmp && otmp->contr) 1728 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player (otmp); 1730 otmp->update_stats ();
1802 1731
1803 op->map = NULL; 1732 op->map = 0;
1804 op->env = this; 1733 op->env = this;
1805 op->above = NULL; 1734 op->above = 0;
1806 op->below = NULL; 1735 op->below = 0;
1807 op->x = 0, op->y = 0; 1736 op->x = 0, op->y = 0;
1808 1737
1809 /* reset the light list and los of the players on the map */ 1738 /* reset the light list and los of the players on the map */
1810 if ((op->glow_radius != 0) && map) 1739 if ((op->glow_radius != 0) && map)
1811 { 1740 {
1812#ifdef DEBUG_LIGHTS 1741#ifdef DEBUG_LIGHTS
1813 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1742 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1814#endif /* DEBUG_LIGHTS */ 1743#endif /* DEBUG_LIGHTS */
1815 if (MAP_DARKNESS (map)) 1744 if (map->darkness)
1816 update_all_los (map, x, y); 1745 update_all_los (map, x, y);
1817 } 1746 }
1818 1747
1819 /* Client has no idea of ordering so lets not bother ordering it here. 1748 /* Client has no idea of ordering so lets not bother ordering it here.
1820 * It sure simplifies this function... 1749 * It sure simplifies this function...
1825 { 1754 {
1826 op->below = inv; 1755 op->below = inv;
1827 op->below->above = op; 1756 op->below->above = op;
1828 inv = op; 1757 inv = op;
1829 } 1758 }
1759
1760 INVOKE_OBJECT (INSERT, this);
1830 1761
1831 return op; 1762 return op;
1832} 1763}
1833 1764
1834/* 1765/*
1849 * 1780 *
1850 * MSW 2001-07-08: Check all objects on space, not just those below 1781 * MSW 2001-07-08: Check all objects on space, not just those below
1851 * object being inserted. insert_ob_in_map may not put new objects 1782 * object being inserted. insert_ob_in_map may not put new objects
1852 * on top. 1783 * on top.
1853 */ 1784 */
1854
1855int 1785int
1856check_move_on (object *op, object *originator) 1786check_move_on (object *op, object *originator)
1857{ 1787{
1858 object *tmp; 1788 object *tmp;
1859 maptile *m = op->map; 1789 maptile *m = op->map;
1886 1816
1887 /* The objects have to be checked from top to bottom. 1817 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1818 * Hence, we first go to the top:
1889 */ 1819 */
1890 1820
1891 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1821 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1892 { 1822 {
1893 /* Trim the search when we find the first other spell effect 1823 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1824 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1825 * we don't need to check all of them.
1896 */ 1826 */
1914 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1915 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1916 { 1846 {
1917 1847
1918 float 1848 float
1919 diff = tmp->move_slow_penalty * FABS (op->speed); 1849 diff = tmp->move_slow_penalty * fabs (op->speed);
1920 1850
1921 if (op->type == PLAYER) 1851 if (op->type == PLAYER)
1922 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1852 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1923 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1853 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1924 diff /= 4.0; 1854 diff /= 4.0;
1951/* 1881/*
1952 * present_arch(arch, map, x, y) searches for any objects with 1882 * present_arch(arch, map, x, y) searches for any objects with
1953 * a matching archetype at the given map and coordinates. 1883 * a matching archetype at the given map and coordinates.
1954 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1955 */ 1885 */
1956
1957object * 1886object *
1958present_arch (const archetype *at, maptile *m, int x, int y) 1887present_arch (const archetype *at, maptile *m, int x, int y)
1959{ 1888{
1960 object *
1961 tmp;
1962
1963 if (m == NULL || out_of_map (m, x, y)) 1889 if (!m || out_of_map (m, x, y))
1964 { 1890 {
1965 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1966 return NULL; 1892 return NULL;
1967 } 1893 }
1968 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1894
1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1969 if (tmp->arch == at) 1896 if (tmp->arch == at)
1970 return tmp; 1897 return tmp;
1898
1971 return NULL; 1899 return NULL;
1972} 1900}
1973 1901
1974/* 1902/*
1975 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
1976 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
1977 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
1978 */ 1906 */
1979
1980object * 1907object *
1981present (unsigned char type, maptile *m, int x, int y) 1908present (unsigned char type, maptile *m, int x, int y)
1982{ 1909{
1983 object *
1984 tmp;
1985
1986 if (out_of_map (m, x, y)) 1910 if (out_of_map (m, x, y))
1987 { 1911 {
1988 LOG (llevError, "Present called outside map.\n"); 1912 LOG (llevError, "Present called outside map.\n");
1989 return NULL; 1913 return NULL;
1990 } 1914 }
1991 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1915
1916 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1992 if (tmp->type == type) 1917 if (tmp->type == type)
1993 return tmp; 1918 return tmp;
1919
1994 return NULL; 1920 return NULL;
1995} 1921}
1996 1922
1997/* 1923/*
1998 * present_in_ob(type, object) searches for any objects with 1924 * present_in_ob(type, object) searches for any objects with
1999 * a matching type variable in the inventory of the given object. 1925 * a matching type variable in the inventory of the given object.
2000 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2001 */ 1927 */
2002
2003object * 1928object *
2004present_in_ob (unsigned char type, const object *op) 1929present_in_ob (unsigned char type, const object *op)
2005{ 1930{
2006 object *
2007 tmp;
2008
2009 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2010 if (tmp->type == type) 1932 if (tmp->type == type)
2011 return tmp; 1933 return tmp;
1934
2012 return NULL; 1935 return NULL;
2013} 1936}
2014 1937
2015/* 1938/*
2016 * present_in_ob (type, str, object) searches for any objects with 1939 * present_in_ob (type, str, object) searches for any objects with
2024 * str is the string to match against. Note that we match against 1947 * str is the string to match against. Note that we match against
2025 * the object name, not the archetype name. this is so that the 1948 * the object name, not the archetype name. this is so that the
2026 * spell code can use one object type (force), but change it's name 1949 * spell code can use one object type (force), but change it's name
2027 * to be unique. 1950 * to be unique.
2028 */ 1951 */
2029
2030object * 1952object *
2031present_in_ob_by_name (int type, const char *str, const object *op) 1953present_in_ob_by_name (int type, const char *str, const object *op)
2032{ 1954{
2033 object *
2034 tmp;
2035
2036 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2037 {
2038 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1956 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2039 return tmp; 1957 return tmp;
2040 } 1958
2041 return NULL; 1959 return 0;
2042} 1960}
2043 1961
2044/* 1962/*
2045 * present_arch_in_ob(archetype, object) searches for any objects with 1963 * present_arch_in_ob(archetype, object) searches for any objects with
2046 * a matching archetype in the inventory of the given object. 1964 * a matching archetype in the inventory of the given object.
2047 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
2048 */ 1966 */
2049
2050object * 1967object *
2051present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
2052{ 1969{
2053 object *
2054 tmp;
2055
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 if (tmp->arch == at) 1971 if (tmp->arch == at)
2058 return tmp; 1972 return tmp;
1973
2059 return NULL; 1974 return NULL;
2060} 1975}
2061 1976
2062/* 1977/*
2063 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
2064 */ 1979 */
2065void 1980void
2066flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
2067{ 1982{
2068 object *
2069 tmp;
2070
2071 if (op->inv) 1983 if (op->inv)
2072 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1984 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2073 { 1985 {
2074 SET_FLAG (tmp, flag); 1986 SET_FLAG (tmp, flag);
2075 flag_inv (tmp, flag); 1987 flag_inv (tmp, flag);
2076 } 1988 }
2077} /* 1989}
1990
1991/*
2078 * desactivate recursively a flag on an object inventory 1992 * deactivate recursively a flag on an object inventory
2079 */ 1993 */
2080void 1994void
2081unflag_inv (object *op, int flag) 1995unflag_inv (object *op, int flag)
2082{ 1996{
2083 object *
2084 tmp;
2085
2086 if (op->inv) 1997 if (op->inv)
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2088 { 1999 {
2089 CLEAR_FLAG (tmp, flag); 2000 CLEAR_FLAG (tmp, flag);
2090 unflag_inv (tmp, flag); 2001 unflag_inv (tmp, flag);
2091 } 2002 }
2092}
2093
2094/*
2095 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2096 * all it's inventory (recursively).
2097 * If checksums are used, a player will get set_cheat called for
2098 * him/her-self and all object carried by a call to this function.
2099 */
2100
2101void
2102set_cheat (object *op)
2103{
2104 SET_FLAG (op, FLAG_WAS_WIZ);
2105 flag_inv (op, FLAG_WAS_WIZ);
2106} 2003}
2107 2004
2108/* 2005/*
2109 * find_free_spot(object, map, x, y, start, stop) will search for 2006 * find_free_spot(object, map, x, y, start, stop) will search for
2110 * a spot at the given map and coordinates which will be able to contain 2007 * a spot at the given map and coordinates which will be able to contain
2124 * because arch_blocked (now ob_blocked) needs to know the movement type 2021 * because arch_blocked (now ob_blocked) needs to know the movement type
2125 * to know if the space in question will block the object. We can't use 2022 * to know if the space in question will block the object. We can't use
2126 * the archetype because that isn't correct if the monster has been 2023 * the archetype because that isn't correct if the monster has been
2127 * customized, changed states, etc. 2024 * customized, changed states, etc.
2128 */ 2025 */
2129
2130int 2026int
2131find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2027find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2132{ 2028{
2133 int
2134 i,
2135 index = 0, flag; 2029 int index = 0, flag;
2136 static int
2137 altern[SIZEOFFREE]; 2030 int altern[SIZEOFFREE];
2138 2031
2139 for (i = start; i < stop; i++) 2032 for (int i = start; i < stop; i++)
2140 { 2033 {
2141 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2034 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2142 if (!flag) 2035 if (!flag)
2143 altern[index++] = i; 2036 altern [index++] = i;
2144 2037
2145 /* Basically, if we find a wall on a space, we cut down the search size. 2038 /* Basically, if we find a wall on a space, we cut down the search size.
2146 * In this way, we won't return spaces that are on another side of a wall. 2039 * In this way, we won't return spaces that are on another side of a wall.
2147 * This mostly work, but it cuts down the search size in all directions - 2040 * This mostly work, but it cuts down the search size in all directions -
2148 * if the space being examined only has a wall to the north and empty 2041 * if the space being examined only has a wall to the north and empty
2149 * spaces in all the other directions, this will reduce the search space 2042 * spaces in all the other directions, this will reduce the search space
2150 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
2151 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
2152 */ 2045 */
2153 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2046 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2154 stop = maxfree[i]; 2047 stop = maxfree[i];
2155 } 2048 }
2049
2156 if (!index) 2050 if (!index)
2157 return -1; 2051 return -1;
2052
2158 return altern[RANDOM () % index]; 2053 return altern [rndm (index)];
2159} 2054}
2160 2055
2161/* 2056/*
2162 * find_first_free_spot(archetype, maptile, x, y) works like 2057 * find_first_free_spot(archetype, maptile, x, y) works like
2163 * find_free_spot(), but it will search max number of squares. 2058 * find_free_spot(), but it will search max number of squares.
2164 * But it will return the first available spot, not a random choice. 2059 * But it will return the first available spot, not a random choice.
2165 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2060 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2166 */ 2061 */
2167
2168int 2062int
2169find_first_free_spot (const object *ob, maptile *m, int x, int y) 2063find_first_free_spot (const object *ob, maptile *m, int x, int y)
2170{ 2064{
2171 int
2172 i;
2173
2174 for (i = 0; i < SIZEOFFREE; i++) 2065 for (int i = 0; i < SIZEOFFREE; i++)
2175 {
2176 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2066 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2177 return i; 2067 return i;
2178 } 2068
2179 return -1; 2069 return -1;
2180} 2070}
2181 2071
2182/* 2072/*
2183 * The function permute(arr, begin, end) randomly reorders the array 2073 * The function permute(arr, begin, end) randomly reorders the array
2184 * arr[begin..end-1]. 2074 * arr[begin..end-1].
2075 * now uses a fisher-yates shuffle, old permute was broken
2185 */ 2076 */
2186static void 2077static void
2187permute (int *arr, int begin, int end) 2078permute (int *arr, int begin, int end)
2188{ 2079{
2189 int 2080 arr += begin;
2190 i,
2191 j,
2192 tmp,
2193 len;
2194
2195 len = end - begin; 2081 end -= begin;
2196 for (i = begin; i < end; i++)
2197 {
2198 j = begin + RANDOM () % len;
2199 2082
2200 tmp = arr[i]; 2083 while (--end)
2201 arr[i] = arr[j]; 2084 swap (arr [end], arr [rndm (end + 1)]);
2202 arr[j] = tmp;
2203 }
2204} 2085}
2205 2086
2206/* new function to make monster searching more efficient, and effective! 2087/* new function to make monster searching more efficient, and effective!
2207 * This basically returns a randomized array (in the passed pointer) of 2088 * This basically returns a randomized array (in the passed pointer) of
2208 * the spaces to find monsters. In this way, it won't always look for 2089 * the spaces to find monsters. In this way, it won't always look for
2211 * the 3x3 area will be searched, just not in a predictable order. 2092 * the 3x3 area will be searched, just not in a predictable order.
2212 */ 2093 */
2213void 2094void
2214get_search_arr (int *search_arr) 2095get_search_arr (int *search_arr)
2215{ 2096{
2216 int 2097 int i;
2217 i;
2218 2098
2219 for (i = 0; i < SIZEOFFREE; i++) 2099 for (i = 0; i < SIZEOFFREE; i++)
2220 {
2221 search_arr[i] = i; 2100 search_arr[i] = i;
2222 }
2223 2101
2224 permute (search_arr, 1, SIZEOFFREE1 + 1); 2102 permute (search_arr, 1, SIZEOFFREE1 + 1);
2225 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2103 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2226 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2104 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2227} 2105}
2236 * Perhaps incorrectly, but I'm making the assumption that exclude 2114 * Perhaps incorrectly, but I'm making the assumption that exclude
2237 * is actually want is going to try and move there. We need this info 2115 * is actually want is going to try and move there. We need this info
2238 * because we have to know what movement the thing looking to move 2116 * because we have to know what movement the thing looking to move
2239 * there is capable of. 2117 * there is capable of.
2240 */ 2118 */
2241
2242int 2119int
2243find_dir (maptile *m, int x, int y, object *exclude) 2120find_dir (maptile *m, int x, int y, object *exclude)
2244{ 2121{
2245 int
2246 i,
2247 max = SIZEOFFREE, mflags; 2122 int i, max = SIZEOFFREE, mflags;
2248 2123
2249 sint16 nx, ny; 2124 sint16 nx, ny;
2250 object * 2125 object *tmp;
2251 tmp;
2252 maptile * 2126 maptile *mp;
2253 mp;
2254 2127
2255 MoveType blocked, move_type; 2128 MoveType blocked, move_type;
2256 2129
2257 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2258 { 2131 {
2259 exclude = exclude->head; 2132 exclude = exclude->head;
2260 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2261 } 2134 }
2262 else 2135 else
2270 mp = m; 2143 mp = m;
2271 nx = x + freearr_x[i]; 2144 nx = x + freearr_x[i];
2272 ny = y + freearr_y[i]; 2145 ny = y + freearr_y[i];
2273 2146
2274 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2147 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2148
2275 if (mflags & P_OUT_OF_MAP) 2149 if (mflags & P_OUT_OF_MAP)
2276 {
2277 max = maxfree[i]; 2150 max = maxfree[i];
2278 }
2279 else 2151 else
2280 { 2152 {
2281 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2153 mapspace &ms = mp->at (nx, ny);
2154
2155 blocked = ms.move_block;
2282 2156
2283 if ((move_type & blocked) == move_type) 2157 if ((move_type & blocked) == move_type)
2284 {
2285 max = maxfree[i]; 2158 max = maxfree[i];
2286 }
2287 else if (mflags & P_IS_ALIVE) 2159 else if (mflags & P_IS_ALIVE)
2288 { 2160 {
2289 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2290 { 2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2291 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2292 {
2293 break; 2164 break;
2294 } 2165
2295 }
2296 if (tmp) 2166 if (tmp)
2297 {
2298 return freedir[i]; 2167 return freedir[i];
2299 }
2300 } 2168 }
2301 } 2169 }
2302 } 2170 }
2171
2303 return 0; 2172 return 0;
2304} 2173}
2305 2174
2306/* 2175/*
2307 * distance(object 1, object 2) will return the square of the 2176 * distance(object 1, object 2) will return the square of the
2308 * distance between the two given objects. 2177 * distance between the two given objects.
2309 */ 2178 */
2310
2311int 2179int
2312distance (const object *ob1, const object *ob2) 2180distance (const object *ob1, const object *ob2)
2313{ 2181{
2314 int
2315 i;
2316
2317 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2318 return i;
2319} 2183}
2320 2184
2321/* 2185/*
2322 * find_dir_2(delta-x,delta-y) will return a direction in which 2186 * find_dir_2(delta-x,delta-y) will return a direction in which
2323 * an object which has subtracted the x and y coordinates of another 2187 * an object which has subtracted the x and y coordinates of another
2324 * object, needs to travel toward it. 2188 * object, needs to travel toward it.
2325 */ 2189 */
2326
2327int 2190int
2328find_dir_2 (int x, int y) 2191find_dir_2 (int x, int y)
2329{ 2192{
2330 int 2193 int q;
2331 q;
2332 2194
2333 if (y) 2195 if (y)
2334 q = x * 100 / y; 2196 q = x * 100 / y;
2335 else if (x) 2197 else if (x)
2336 q = -300 * x; 2198 q = -300 * x;
2361 2223
2362 return 3; 2224 return 3;
2363} 2225}
2364 2226
2365/* 2227/*
2366 * absdir(int): Returns a number between 1 and 8, which represent
2367 * the "absolute" direction of a number (it actually takes care of
2368 * "overflow" in previous calculations of a direction).
2369 */
2370
2371int
2372absdir (int d)
2373{
2374 while (d < 1)
2375 d += 8;
2376 while (d > 8)
2377 d -= 8;
2378 return d;
2379}
2380
2381/*
2382 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2228 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2383 * between two directions (which are expected to be absolute (see absdir()) 2229 * between two directions (which are expected to be absolute (see absdir())
2384 */ 2230 */
2385
2386int 2231int
2387dirdiff (int dir1, int dir2) 2232dirdiff (int dir1, int dir2)
2388{ 2233{
2389 int 2234 int d;
2390 d;
2391 2235
2392 d = abs (dir1 - dir2); 2236 d = abs (dir1 - dir2);
2393 if (d > 4) 2237 if (d > 4)
2394 d = 8 - d; 2238 d = 8 - d;
2239
2395 return d; 2240 return d;
2396} 2241}
2397 2242
2398/* peterm: 2243/* peterm:
2399 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2244 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2402 * This basically means that if direction is 15, then it could either go 2247 * This basically means that if direction is 15, then it could either go
2403 * direction 4, 14, or 16 to get back to where we are. 2248 * direction 4, 14, or 16 to get back to where we are.
2404 * Moved from spell_util.c to object.c with the other related direction 2249 * Moved from spell_util.c to object.c with the other related direction
2405 * functions. 2250 * functions.
2406 */ 2251 */
2407
2408int
2409 reduction_dir[SIZEOFFREE][3] = { 2252int reduction_dir[SIZEOFFREE][3] = {
2410 {0, 0, 0}, /* 0 */ 2253 {0, 0, 0}, /* 0 */
2411 {0, 0, 0}, /* 1 */ 2254 {0, 0, 0}, /* 1 */
2412 {0, 0, 0}, /* 2 */ 2255 {0, 0, 0}, /* 2 */
2413 {0, 0, 0}, /* 3 */ 2256 {0, 0, 0}, /* 3 */
2414 {0, 0, 0}, /* 4 */ 2257 {0, 0, 0}, /* 4 */
2462 * find a path to that monster that we found. If not, 2305 * find a path to that monster that we found. If not,
2463 * we don't bother going toward it. Returns 1 if we 2306 * we don't bother going toward it. Returns 1 if we
2464 * can see a direct way to get it 2307 * can see a direct way to get it
2465 * Modified to be map tile aware -.MSW 2308 * Modified to be map tile aware -.MSW
2466 */ 2309 */
2467
2468
2469int 2310int
2470can_see_monsterP (maptile *m, int x, int y, int dir) 2311can_see_monsterP (maptile *m, int x, int y, int dir)
2471{ 2312{
2472 sint16 dx, dy; 2313 sint16 dx, dy;
2473 int
2474 mflags; 2314 int mflags;
2475 2315
2476 if (dir < 0) 2316 if (dir < 0)
2477 return 0; /* exit condition: invalid direction */ 2317 return 0; /* exit condition: invalid direction */
2478 2318
2479 dx = x + freearr_x[dir]; 2319 dx = x + freearr_x[dir];
2492 return 0; 2332 return 0;
2493 2333
2494 /* yes, can see. */ 2334 /* yes, can see. */
2495 if (dir < 9) 2335 if (dir < 9)
2496 return 1; 2336 return 1;
2337
2497 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2338 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2498 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2339 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2340 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2499} 2341}
2500
2501
2502 2342
2503/* 2343/*
2504 * can_pick(picker, item): finds out if an object is possible to be 2344 * can_pick(picker, item): finds out if an object is possible to be
2505 * picked up by the picker. Returnes 1 if it can be 2345 * picked up by the picker. Returnes 1 if it can be
2506 * picked up, otherwise 0. 2346 * picked up, otherwise 0.
2517 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2518 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2519 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2520} 2360}
2521 2361
2522
2523/* 2362/*
2524 * create clone from object to another 2363 * create clone from object to another
2525 */ 2364 */
2526object * 2365object *
2527object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2528{ 2367{
2529 object *
2530 dst = NULL, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2531 2369
2532 if (!asrc) 2370 if (!asrc)
2533 return NULL; 2371 return 0;
2534 src = asrc; 2372
2535 if (src->head)
2536 src = src->head; 2373 src = asrc->head_ ();
2537 2374
2538 prev = NULL; 2375 prev = 0;
2539 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2540 { 2377 {
2541 tmp = get_object (); 2378 tmp = part->clone ();
2542 copy_object (part, tmp);
2543 tmp->x -= src->x; 2379 tmp->x -= src->x;
2544 tmp->y -= src->y; 2380 tmp->y -= src->y;
2381
2545 if (!part->head) 2382 if (!part->head)
2546 { 2383 {
2547 dst = tmp; 2384 dst = tmp;
2548 tmp->head = NULL; 2385 tmp->head = 0;
2549 } 2386 }
2550 else 2387 else
2551 {
2552 tmp->head = dst; 2388 tmp->head = dst;
2553 } 2389
2554 tmp->more = NULL; 2390 tmp->more = 0;
2391
2555 if (prev) 2392 if (prev)
2556 prev->more = tmp; 2393 prev->more = tmp;
2394
2557 prev = tmp; 2395 prev = tmp;
2558 } 2396 }
2559 2397
2560 for (item = src->inv; item; item = item->below) 2398 for (item = src->inv; item; item = item->below)
2561 insert_ob_in_ob (object_create_clone (item), dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2562 2400
2563 return dst; 2401 return dst;
2564}
2565
2566/* GROS - Creates an object using a string representing its content. */
2567/* Basically, we save the content of the string to a temp file, then call */
2568/* load_object on it. I admit it is a highly inefficient way to make things, */
2569/* but it was simple to make and allows reusing the load_object function. */
2570/* Remember not to use load_object_str in a time-critical situation. */
2571/* Also remember that multiparts objects are not supported for now. */
2572
2573object *
2574load_object_str (const char *obstr)
2575{
2576 object *op;
2577 char filename[MAX_BUF];
2578
2579 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2580
2581 FILE *tempfile = fopen (filename, "w");
2582
2583 if (tempfile == NULL)
2584 {
2585 LOG (llevError, "Error - Unable to access load object temp file\n");
2586 return NULL;
2587 }
2588
2589 fprintf (tempfile, obstr);
2590 fclose (tempfile);
2591
2592 op = get_object ();
2593
2594 object_thawer thawer (filename);
2595
2596 if (thawer)
2597 load_object (thawer, op, 0);
2598
2599 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2600 CLEAR_FLAG (op, FLAG_REMOVED);
2601
2602 return op;
2603} 2402}
2604 2403
2605/* This returns the first object in who's inventory that 2404/* This returns the first object in who's inventory that
2606 * has the same type and subtype match. 2405 * has the same type and subtype match.
2607 * returns NULL if no match. 2406 * returns NULL if no match.
2608 */ 2407 */
2609object * 2408object *
2610find_obj_by_type_subtype (const object *who, int type, int subtype) 2409find_obj_by_type_subtype (const object *who, int type, int subtype)
2611{ 2410{
2612 object *tmp;
2613
2614 for (tmp = who->inv; tmp; tmp = tmp->below) 2411 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2615 if (tmp->type == type && tmp->subtype == subtype) 2412 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp; 2413 return tmp;
2617 2414
2618 return NULL; 2415 return 0;
2619} 2416}
2620 2417
2621/* If ob has a field named key, return the link from the list, 2418/* If ob has a field named key, return the link from the list,
2622 * otherwise return NULL. 2419 * otherwise return NULL.
2623 * 2420 *
2625 * do the desired thing. 2422 * do the desired thing.
2626 */ 2423 */
2627key_value * 2424key_value *
2628get_ob_key_link (const object *ob, const char *key) 2425get_ob_key_link (const object *ob, const char *key)
2629{ 2426{
2630 key_value *link;
2631
2632 for (link = ob->key_values; link != NULL; link = link->next) 2427 for (key_value *link = ob->key_values; link; link = link->next)
2633 if (link->key == key) 2428 if (link->key == key)
2634 return link; 2429 return link;
2635 2430
2636 return NULL; 2431 return 0;
2637} 2432}
2638 2433
2639/* 2434/*
2640 * Returns the value of op has an extra_field for key, or NULL. 2435 * Returns the value of op has an extra_field for key, or NULL.
2641 * 2436 *
2666 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2667 return link->value; 2462 return link->value;
2668 2463
2669 return 0; 2464 return 0;
2670} 2465}
2671
2672 2466
2673/* 2467/*
2674 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2675 * 2469 *
2676 * canonical_key is a shared string (value doesn't have to be). 2470 * canonical_key is a shared string (value doesn't have to be).
2681 * Returns TRUE on success. 2475 * Returns TRUE on success.
2682 */ 2476 */
2683int 2477int
2684set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2685{ 2479{
2686 key_value *
2687 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2688 2481
2689 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2690 { 2483 {
2691 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2692 { 2485 {
2701 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2702 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2703 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2704 * we get this value back again. 2497 * we get this value back again.
2705 */ 2498 */
2706 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2707 field->value = 0; 2500 field->value = 0;
2708 else 2501 else
2709 { 2502 {
2710 if (last) 2503 if (last)
2711 last->next = field->next; 2504 last->next = field->next;
2720 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2721 2514
2722 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2723 2516
2724 if (!add_key) 2517 if (!add_key)
2725 {
2726 return FALSE; 2518 return FALSE;
2727 } 2519
2728 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2729 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2730 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2731 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2732 * should pass in "" 2524 * should pass in ""
2781 } 2573 }
2782 else 2574 else
2783 item = item->env; 2575 item = item->env;
2784} 2576}
2785 2577
2578const char *
2579object::flag_desc (char *desc, int len) const
2580{
2581 char *p = desc;
2582 bool first = true;
2583
2584 *p = 0;
2585
2586 for (int i = 0; i < NUM_FLAGS; i++)
2587 {
2588 if (len <= 10) // magic constant!
2589 {
2590 snprintf (p, len, ",...");
2591 break;
2592 }
2593
2594 if (flag [i])
2595 {
2596 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2597 len -= cnt;
2598 p += cnt;
2599 first = false;
2600 }
2601 }
2602
2603 return desc;
2604}
2605
2786// return a suitable string describing an objetc in enough detail to find it 2606// return a suitable string describing an object in enough detail to find it
2787const char * 2607const char *
2788object::debug_desc (char *info) const 2608object::debug_desc (char *info) const
2789{ 2609{
2610 char flagdesc[512];
2790 char info2[256 * 3]; 2611 char info2[256 * 4];
2791 char *p = info; 2612 char *p = info;
2792 2613
2793 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2614 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2794 count, 2615 count, uuid.seq,
2795 &name, 2616 &name,
2796 title ? " " : "", 2617 title ? "\",title:\"" : "",
2797 title ? (const char *)title : ""); 2618 title ? (const char *)title : "",
2619 flag_desc (flagdesc, 512), type);
2798 2620
2799 if (env) 2621 if (env)
2800 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2801 2623
2802 if (map) 2624 if (map)
2803 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2804 2626
2805 return info; 2627 return info;
2806} 2628}
2807 2629
2808const char * 2630const char *
2809object::debug_desc () const 2631object::debug_desc () const
2810{ 2632{
2811 static char info[256 * 3]; 2633 static char info[3][256 * 4];
2634 static int info_idx;
2635
2812 return debug_desc (info); 2636 return debug_desc (info [++info_idx % 3]);
2813} 2637}
2814 2638
2639struct region *
2640object::region () const
2641{
2642 return map ? map->region (x, y)
2643 : region::default_region ();
2644}
2645
2646const materialtype_t *
2647object::dominant_material () const
2648{
2649 if (materialtype_t *mt = name_to_material (materialname))
2650 return mt;
2651
2652 return name_to_material (shstr_unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
2703 }
2704}
2705
2706object *
2707object::force_find (const shstr name)
2708{
2709 /* cycle through his inventory to look for the MARK we want to
2710 * place
2711 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2713 if (tmp->type == FORCE && tmp->slaying == name)
2714 return splay (tmp);
2715
2716 return 0;
2717}
2718
2719void
2720object::force_add (const shstr name, int duration)
2721{
2722 if (object *force = force_find (name))
2723 force->destroy ();
2724
2725 object *force = get_archetype (FORCE_NAME);
2726
2727 force->slaying = name;
2728 force->stats.food = 1;
2729 force->speed_left = -1.f;
2730
2731 force->set_speed (duration ? 1.f / duration : 0.f);
2732 force->flag [FLAG_IS_USED_UP] = true;
2733 force->flag [FLAG_APPLIED] = true;
2734
2735 insert (force);
2736}
2737

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